Xavier's Forum Posts

  • So is it 100% working with the new CocoonJS update? Because someone said that the the game loaded but the font was displaying a black box instead of the numbers/letters.

  • I didn't even know, and the post was from september :/

    I'm going to register and try it out then.

  • I don't know if it will work in your case but try this: instead of checking collisions every tick (default), try adding a condition of "every 0.1 seconds" and see if the performance changes.

    I did a similar blocks games and on HTML5 mobile there was an increase in performance when I replaced most of the every tick events to every 0.1 seconds.

  • How much do you usually charge for a song?

  • Lastly, sprite font ALMOST worked in this latest build. Well, it doesn't just throw up a black screen anymore at least. All the objects were just white boxes. Man, if they got spritefont working, that would be amazing.

    I agree, it would be really great to have a working version of the sprite font plugin with Cocoonjs. I don't particularly like using normal fonts because the browsers render the text differently and the position of the text varies between browsers. Using sprites though the position is the same on all platforms so it's really useful.

  • This was already answered by Ludei, you can find the post here:

    http://www.scirra.com/forum/cocoonjs-and-construct-2-warnings_topic61305_post377138.html?KW=box2d#377138

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  • Hello Rex, when an object or family has more than one MoveTo behavior it seems that their speeds are added.

    Example:

    Object1 has behavior MoveTo with 200 speed and another MoveTo2 with 400 speed.

    Object2 has only behavior MoveTo with 200 speed.

    All objects with 0 acceleration and deceleration.

    If you move them at the same time to the same position using the MoveTo with 200 speed, Object1 will go faster than Object2 (200+400 probably).

    Is this intended or bug? Thank you.

  • Entry.

  • Well, I did some testing and it seems they are indeed different. If anyone is interested, I managed to ejecute javascript functions using the C2 plugin "CallJS" with just a simple event. Hopefully it's gonna work for them too.

    Now I wonder if there is another plugin which can listen to external code, the purpose is for creating conditions. Example: if an external javascript function is called, do something?

  • This is kind of important for me.

    For one of my publishers I need to add a few empty function calls, so they can later add their own code to those functions via javascript I imagine. So my question is, if I just use the default C2 call function action with an event, is this going to work?

    For instance, if I use an event with Function call "levelcomplete", and then I tell them the functions names, are they gonna be able to add their code in the html5 files? Or the C2 functions are different than the normal html5 functions?

    If this isn't gonna work, can I use a plugin to achieve this?

    I'm gonna add another example just in case: one of their rules is that every game needs to have a "More Games" button in the main menu that will link to a website when touched, so they ask that you use a click/touch event and a function call, and then communicate that function to them so they can add their own functionality.

  • Thank you for the advice Mr E Bear, I'm from Europe actually, I'll check those sites out and feel free to advertise yours by PM.

  • Ok, so I solved the issue, turns out the culprit was the Construct 2 option of "Hide adress bar" in project properties. Before, it was set to Yes, I changed it to NO and it works as intended now.

    I'm not really sure how this option works because it wasn't hiding the address bar at all in the tablet's multiple browsers, maybe it only works on mobile phones?

    Anyway, I'm guessing that the option wasn't working properly and the game was probably cutting out the space of the address bar or something like that.

  • What kind of service do you have on hostgator, normal web hosting?

  • Alright thank you. What do you guys think I would need to host multiple games? Normal hosting, Shared, VPS? If anyone has already gone down this path I would appreciate some advice.

  • Yeah I assumed as much about the bandwith but no, I have no idea how much I need, I was gonna start pushing the game to various html5 publishers. Unless I'm wrong, they don't usually host your game right? You have to provide a url.

    Thanks for the recommendation thought, I'll check it.